About this tool
Photos and downloaded images usually arrive as JPG, but a game engine or mod loader needs a DDS texture. Since JPG has no transparency, the Auto setting writes compact DXT1 with mipmaps, which is what most diffuse textures use; switch to uncompressed if the game requires it or you want zero extra compression loss.
About the formats: JPG (JPEG) is a lossy format built for photographs. It compresses aggressively, produces small files, and opens on every device ever made, but it cannot store transparency and each re-save costs a little quality. DDS (DirectDraw Surface) is the texture format game engines and modding tools use: Skyrim, Fallout, GTA, Unity, Unreal, and countless others. It stores GPU-ready, block-compressed pixels (DXT1/DXT5/BC7) together with a mipmap chain, which is exactly why ordinary image viewers and editors cannot open it without a plugin.
Everything happens inside your browser. Your file is never uploaded to a server: the conversion runs on your own device using WebAssembly, and the result is downloaded straight from memory. Close the tab and nothing is left behind.
How to use it
- Drop your JPG files into the box above, or click to browse. Nothing is uploaded.
- Adjust the options if you want; the defaults suit most files.
- Click Convert to DDS and wait a moment.
- Download the results individually or all at once as a ZIP.
Frequently asked questions
Will converting JPG to DDS lose quality?
DXT compression is lossy, so a little, on top of what the JPG already lost. For maximum fidelity choose the uncompressed 32-bit format, at the cost of a much larger file.
DXT1 or DXT5?
DXT1 has no real alpha channel and is half the size; use it for opaque diffuse textures. DXT5 keeps smooth transparency for decals, UI, foliage, and anything with an alpha mask. The Auto setting checks the image and picks for you.
Should I generate mipmaps?
Yes for anything rendered in a 3D scene: mipmaps stop distant textures from shimmering, and most engines expect them. Turn them off for UI sprites and textures shown at a fixed size.
Do textures need power-of-two sizes?
Many older engines require 256, 512, 1024, or 2048 pixel dimensions. This tool keeps your image size; use the Resize Image tool first if the game needs a power of two.
Can it write BC7?
Not yet. DXT1 and DXT5 are accepted by every engine and modding tool; BC7 output is planned.
Is this really free?
Yes. The site is supported by ads, and there are no limits on how many files you convert.
Are my files uploaded anywhere?
No. The converter runs entirely in your browser. Files stay on your device, which also makes it faster than upload-based converters for anything larger than a few megabytes.
Is there a file size limit?
The only limit is your device's memory. Images and audio of any normal size are fine; for video, files under about 500 MB work well on most laptops and phones.
Which browsers are supported?
Current versions of Chrome, Edge, Firefox, and Safari on desktop and mobile. Very old browsers without WebAssembly support will not work.